DW - Starfall Ver 1.12

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fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 1.0

Post by fierceking »

What's strange is that I've never come across XL ships in any of my game. I can check easily enough by opening the Diplomacy screen and look the firepower of all the pirates. current game at year 2155 with highest pirate firepower is at 19k.

I don't know why only some people see the bug. I'll wait till the devs fix this somehow.

Removing all the components 257+ is just too much work involved. There are some components that are easy enough to change. The ones that just upgrade are easy to change but the others that are in a new techline would require a lot of rework.

The new techs are incorporated into the WeaponsResearchProjectOrder and EnergyResearchProjectOrder. Rearranging those numbers is going to be a lot of work. So for now I'll just put the mod on hold and maybe wait for a fix.

I'll probably put out one last update since I added victory conditions to all the new races and then wait for a fix. I don't want to keep adding stuff if it will just cause more problems.
tylerblue10
Posts: 2
Joined: Sun Mar 15, 2015 7:24 pm

RE: [WIP] DW - Starfall - version 1.0

Post by tylerblue10 »

hello all, just wanted to log in (don't often, but am a frequent visitor to the forums as I adore DW) to comment about the giant ships.

After implementing Fieceking's suggestion to the research.txt I have not seen a single xl ship by any faction. The mod is incredibly stable and works amazingly well.

Before implementing that research.txt change I did see the occasional xxl ship, which I just deleted with the in-game editor as I came across them. I did also see the instant transformation to xxl ships as well.

I guess I just wanted to say that it was not a major issue for me, and since the research.txt change I've been playing most of today without a single issue. I'm not sure if everyone else has implemented that suggested change? I'm not saying others are not having issues, but it does not appear to be universal - which is weird.

Anyway, my deepest thanks for this incredible mod. Between this and the Picard Era mod I feel very spoilt.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 1.0

Post by danymatrix »

people, maybe you can help me, not whether if be related to the mod. It happens that the exploration ships in automatic mode do not explore the galaxy and are left with no mission state. To some you think so? thanks
RiftHick
Posts: 54
Joined: Mon Feb 23, 2015 5:24 pm

RE: [WIP] DW - Starfall - version 1.0

Post by RiftHick »

Fair enough, though as I said the race files wouldn't need to be touched as they only tell the race what tech projects to try to research it as no bearing on what they actually get from the projects themselves, It's sort of like your troop tech lines or the earlier part of (first 3 or so tiers) of your initial DRC lines in that they change the same thing but in different ways. So it'd just purely be a research.txt change and thus no changes would need to be done to "race".txt or even components.txt, but I guess I'll go take a break. But I will say again that from my experience what components you get back are not entirely random but a uniform change say you have 5 Solaris reactors once it occurs you'll get 5 Impact Assault Blasters in their place, I can not say however if what the various effected components specifically become is the same for everyone. Hopefully better understanding will be revealed soon and take as much of a break as you need Fierce I can understand your frustrations.

Danny, do your explorer ships actually have anything system/ body wise they can explore? once an explorer ship runs out of these they go and sit idle (they tend to congregate in a few clusters when this happens as they head for a final refuel before realising there is nothing for them to do) that is off-cause until war is declared then depending on settings they may or may not make their way to the enemy colonies in some last second forward scouting effort.
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MaxRebo
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RE: [WIP] DW - Starfall - version 1.0

Post by MaxRebo »

This is very interesting. I had a feeling there had to be some kind of algebraic regularity to the component changes (something like (mod 256), just a bit more complex), but I didn't really want to spend time investigating this when I could just play vanilla DW instead [:D] Some alone time for quality 4X gaming is a rare blessing for me these days.

This might actually be easier to fix engine-wise then it seems. Unfortunately, it doesn't seem like the devs care that much.
mordachai
Posts: 798
Joined: Fri Mar 06, 2015 4:55 pm

RE: [WIP] DW - Starfall - version 1.0

Post by mordachai »

Try not to disparage the devs. They've done a lot to keep improving this game, and throwing gravel their way doesn't grease any wheels.

Plus - think of this from their POV: their responsibility is to the gamers that play the game they wrote and sell. Making the game open for modders and supporting modders is a kindness that sometimes brings extra support issues and headaches. Rewarding their willingness to go above & beyond by whining at them when there is a glitch that is only present in a mod isn't very grateful, and it doesn't encourage devs to keep designing open games. Why should they bother if everyone is going to scream at them for making something imperfect?

Code is always imperfect: if you're going to mod, you're going to have to deal with working in the guts of the beast, and it ain't always pretty, and they ain't always going to have time to address your niche concerns.
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ehsumrell1
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Location: The Briar Patch Nebula
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RE: [WIP] DW - Starfall - version 1.0

Post by ehsumrell1 »

Although hopefully not taken the wrong way, very well said mordachai!

Shields are useless in "The Briar Patch"...
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MaxRebo
Posts: 11
Joined: Mon Jun 01, 2015 8:24 am

RE: [WIP] DW - Starfall - version 1.0

Post by MaxRebo »

ORIGINAL: mordachai

Rewarding their willingness to go above & beyond by whining at them
I'm not whining at anyone. Don't preach to me like that, it was me who didn't even want to file a bug report in the first place for the very reason you're running your mouth at me. I only even bothered because a veteran member encouraged me, saying they'd be interested.

Being a developer myself, I find the indifference at having a dormant bug in your core technology pointed out strange, is all. A simple "we'll look into it, can't promise we'll fix it though" kind of response would've been more than enough.

Oh, and supporting openness and extensibility is not an act of mere kindness. It pays back big time in product attractiveness and longevity, i.e. cold hard cash. Just look at Skyrim.
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MaxRebo
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RE: [WIP] DW - Starfall - version 1.0

Post by MaxRebo »

[double post, sorry about that.]
Unreal2004
Posts: 28
Joined: Wed Aug 20, 2014 1:59 pm

RE: [WIP] DW - Starfall - version 1.01

Post by Unreal2004 »

ORIGINAL: MaxRebo

Registered just to inform you of this, as I can't believe no one noticed it before:
Completely normal, already built ships and bases are being turned into troll ships randomly whenever certain processing is done by the game. They are NOT erroneous AI designs, and they happen to the player too, even with all designs completely on manual.
So far, the only game event which I was able to pin-point with 100% certainty to cause the bug is when research gets finished. A portion of all existing ships (presumably only from the faction that had a research project completed) have random superweapons added to them. This all sounds like a game engine bug to me, probably related to the 256+ components issue.

Potentially, the number of empires+pirates in the game influence how bad it becomes. I'm playing with 19 AI empires so maybe I'm seeing this much more frequently than others here. Also, the game generated 25 pirate factions even though I had the slider on "few" (1400 Stars, 10x10 sectors).

I can provide a save if necessary, but it should be easy enough to reproduce. And someone else reproducing it on their install on a fresh game would rule out me having done something to mine that messes things up (which I don't think I did though).


I am also having a XXL ship size problem, mine seems to happen once a ship receives critical damage, the ship INSTANTLY gains over 1000 in ship size and usually ends up crippled in orbit. This also happened to my mining station just before it was destroyed, it bloated to over 4k size. This does not seem to change the hitpoints of the ships/stations though since they are still super easy to destroy.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

I also noticed a problem. And although I always put 30 races it generates 45 races. someone else has happened to him?
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MaxRebo
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RE: [WIP] DW - Starfall - version 0.4

Post by MaxRebo »

^ You sure it's all empires and not 30 empires + 15 pirates? The mod does result in ridiculous amounts of pirates being generated for me no matter what the pirate slider is set to (except "none"), and not all of them are always easily recognizable as pirates at a glance...
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

yeah, sure. 45 empires + 25 pirates ...
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MaxRebo
Posts: 11
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RE: [WIP] DW - Starfall - version 0.4

Post by MaxRebo »

Ok... as I don't use the fully autogen empires function because I insist on having certain races present, I didn't notice this yet. Will try when I have a chance and report back here, but I see no reason why it wouldn't be there for everyone else.
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MaxRebo
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RE: [WIP] DW - Starfall - version 1.01

Post by MaxRebo »

Hmm... nope, tried a few times, always got exactly 30 empires + Ancient Guardians + 20~30 pirates.
Strange how all these issues vary wildly in form and severity for people. I guess at least this bug's not a game stopper like your entire fleet being turned into troll ships...
IDoY
Posts: 2
Joined: Wed May 06, 2015 6:03 am

RE: [WIP] DW - Starfall - version 1.01

Post by IDoY »

Does anyone have v0.9 download link? I want play this mod once again but this huge ships makes me sad.
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MaxRebo
Posts: 11
Joined: Mon Jun 01, 2015 8:24 am

RE: [WIP] DW - Starfall - version 1.01

Post by MaxRebo »

Found it on the Internet Archive, but the mediafire link is dead by now. fierceking or someone who still has it will have to re-upload.
The post from back then was a disheartening read. The fact that they didn't address the 256+ components issue at all for 7 months doesn't bode well for the future of this mod. Guess this is the limit for a small team.
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ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: [WIP] DW - Starfall - version 1.01

Post by ASHBERY76 »

If you start at warp tech level the players gets the pirate tech.You start with advanced armour,ect.Troop general got strange traits like weapon damage and not the relevant ones.

Really interesting mod.Lots of work done.
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ASHBERY76
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RE: [WIP] DW - Starfall - version 1.01

Post by ASHBERY76 »

Got one of the funniest bugs I have seen.A huge exploration ship turned up on my homeworld with 50000 firepower.It was bigger than the planet.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 1.01

Post by danymatrix »

yeah, fuck problem. Any update?
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